Imagine you have two big playrooms, right next to each other! 🏠🏠
In one playroom, you have red cars 🚗 and lots of kids playing with them. In the other playroom, you have blue cars 🚙 and lots of other kids playing with those cars.
Normally, the kids in the red car room can only play with red cars, and the kids in the blue car room can only play with blue cars. Sometimes, the red car room gets a bit empty, and the kids there get bored because there aren't enough friends to play a big game. And the blue car room might be super busy, but they can't help the red car room.
This invention, the System for Playing Multiplayer Games, is like a magic bridge 🌈 between the two playrooms! Now, the grown-ups in charge of the red car room can tell the grown-ups in the blue car room, "Hey, we have an empty spot for a red car race! Want to send some of your kids over?" And the blue car room grown-ups can say, "Sure!"
So, kids from the blue car room can now come over the magic bridge and play with the red cars! 🎉 Everyone gets to play more, no playroom is ever too empty, and everyone has more friends to play with! It makes playtime much, much better and fairer for all the kids!
The System for Playing Multiplayer Games patent (US-9852586) introduces a pivotal innovation in online gaming architecture, designed to overcome the pervasive problem of fragmented player bases and underutilized server resources. At its core, this invention describes a computer system where multiple distinct gaming servers, each hosting different game titles and connected to their own player communities, can communicate and collaboratively pool game instances and players. This means a player engaged with 'Game A' on 'Server X' can seamlessly join an instance of 'Game B' hosted on 'Server Y', facilitated by the direct communication link between Server X and Server Y.
The primary problem this technology solves is the isolation inherent in traditional multiplayer setups, where players are confined to specific servers or game instances, leading to long wait times, reduced engagement, and inefficient use of computing assets. By enabling servers to 'advertise' and 'share' available game instances, this system ensures a more dynamic and robust matchmaking environment.
Technically, the approach involves establishing a communication channel between a first gaming server and a second gaming server. The first server makes instances of its game available through the second server, allowing players from the second server's community to join. This requires sophisticated mechanisms for instance discovery, player routing, and potentially, state synchronization across server boundaries. The patent explicitly mentions minimum and maximum player numbers for instances, indicating integrated capacity management.
From a business perspective, the value proposition is substantial. It promises enhanced player engagement and retention by reducing friction in finding matches and expanding social networks. It also offers significant operational efficiencies by optimizing server resource utilization, as instances can be filled from a broader player pool. This innovation creates new market opportunities for cross-game promotions, more flexible business models for game publishers, and a foundation for the next generation of interconnected virtual worlds. It positions itself as a critical enabler for scalability and improved user experience in the rapidly growing online gaming market.
For business professionals navigating the dynamic world of technology, understanding the core impact of innovations like the System for Playing Multiplayer Games patent (US-9852586) is crucial, even without delving into deep technical specifics. This patent offers a strategic solution to some of the most pressing challenges in the online gaming industry.
1. What Problem Does This Solve? In today's online gaming landscape, players are often confined to specific 'silos' – meaning they can only play with others on the same server, or even within the same specific game instance. Imagine a popular restaurant chain where each location operates completely independently. If one restaurant is bustling with customers and has a long waitlist, while another location just a few blocks away is half-empty, there's a significant inefficiency. In online gaming, this translates to players facing long wait times for matches, game instances remaining underpopulated, and valuable server resources sitting idle. This fragmentation leads to player frustration, decreased engagement, and ultimately, lost revenue opportunities for game publishers who are struggling to optimize their server infrastructure and retain their player base.
2. How Does It Work? The System for Playing Multiplayer Games effectively acts as a sophisticated 'inter-restaurant communication system' for game servers. Instead of operating in isolation, this patent describes a method where different gaming servers, even if they're hosting different game titles, can communicate with each other. For instance, Server A (hosting 'Game X') can 'advertise' to Server B (hosting 'Game Y') that it has available slots in a 'Game X' match. Server B can then 'route' its players who are interested in 'Game X' to join those available slots on Server A. The key here is conceptual: it's not about physically moving servers, but about creating a smart, communicative network that allows players to seamlessly transcend their initial server connection to join any available game instance across the network. It's like the busy restaurant calling the empty one and saying, 'Hey, we have customers who want to eat your menu item, can you take them?' and then facilitating that transfer, ensuring every table is utilized and every customer is served.
3. Why Does This Matter? This innovation holds immense business value and market impact:
4. What's Next? The System for Playing Multiplayer Games lays a critical foundation for the future of online entertainment. We can anticipate its integration into cloud gaming platforms, creating even more elastic and responsive environments. It could also pave the way for more dynamic, interconnected virtual metaverses where players transition effortlessly between different game worlds. This technology is not just about fixing current problems; it's about enabling a new generation of immersive, always-on, and globally connected gaming experiences, making it a key area for strategic investment and development in the coming years.
A computer system for playing multiplayer games comprises a first gaming server which runs multiple instances of a first game and to which is connected a first plurality of players, there being a minimum number of players and a maximum number of players for any instance of the first game; and a second gaming server which runs multiple instances of a second game and to which is connected a second plurality of players, there being a minimum number of players and a maximum number of players for any instance of the second game. The first gaming server is in communication with the second gaming server and through the second gaming server makes available instances of the first game for players from said second plurality of players to join. Thus, separate gaming servers can pool instances of games and players.
The System for Playing Multiplayer Games patent (US-9852586) describes a sophisticated computer system engineered to overcome the limitations of isolated game server architectures. This innovation centers on enabling distinct gaming servers, potentially hosting different game titles, to communicate and dynamically share game instances and player populations. This section delves into the technical intricacies, architectural considerations, and implementation implications of this groundbreaking approach.
Core Technical Architecture: The fundamental architecture comprises at least two interconnected gaming servers. Let's delineate them as a 'primary' server (Server A) and a 'secondary' server (Server B). Server A operates multiple instances of 'Game Alpha' and serves a first plurality of players. Concurrently, Server B operates multiple instances of 'Game Beta' and serves a second plurality of players. The crux of this patent lies in the established communication pathway between Server A and Server B. This pathway allows Server A to make its instances of 'Game Alpha' available to players connected to Server B, effectively transcending traditional server boundaries.
Implementation Details and Protocols: Implementing this system would necessitate several key technical components and protocols:
Performance Characteristics and Considerations:
This technology provides a robust foundation for building highly scalable, flexible, and player-centric multiplayer gaming environments. It encourages a shift from isolated game instances to a more collaborative and integrated ecosystem, paving the way for advanced distributed game designs and enhanced player experiences. Developers and architects leveraging this innovation will focus on developing resilient inter-server protocols, intelligent routing algorithms, and robust distributed state management to fully realize its potential.
The System for Playing Multiplayer Games patent (US-9852586) represents a significant strategic asset for the online gaming industry, addressing core business challenges related to player engagement, operational efficiency, and market expansion. This innovation has the potential to reshape competitive landscapes and unlock substantial new revenue streams for publishers and platform providers.
Market Opportunity Size: The global online gaming market is massive and continues to grow, driven by esports, mobile gaming, and cloud platforms. However, this growth is often hampered by player fragmentation – a scenario where individual game instances or entire game titles suffer from low player counts, leading to poor user experience and churn. This patent directly tackles this inefficiency, opening up a market opportunity for solutions that can consolidate player bases and optimize server utilization across diverse game portfolios. The ability to seamlessly pool players across different games and servers could significantly increase the addressable market for any given game instance.
Competitive Advantages: Companies that adopt or license the technology described in this patent will gain a substantial competitive edge:
Revenue Potential and Business Models: This innovation opens several avenues for revenue generation:
Strategic Positioning: For major game publishers, integrating this system would allow them to consolidate their diverse game portfolios into a more cohesive, interconnected experience. For cloud gaming platforms, it offers a powerful tool to maximize resource utilization and deliver a superior, more flexible multiplayer offering. Early adoption could lead to significant market share gains and establish a dominant position in the evolving online gaming landscape.
ROI Projections: While specific ROI will vary by implementation, the core benefits of reduced operational costs, increased player engagement leading to higher LTV, and expanded market reach suggest a strong positive return. The ability to defer or reduce capital expenditure on new server farms, coupled with improved player retention metrics, makes a compelling business case for investing in the capabilities enabled by the System for Playing Multiplayer Games. This invention is not just a technical marvel; it is a strategic imperative for the future of online entertainment.
Legal claims defining the scope of protection. Each claim is shown in both the original legal language and a plain English translation.
1. A system for playing a multiplayer zero-sum game, comprising: a plurality of gaming servers, wherein each gaming server is able to host separate instances of the multiplayer zero-sum game that are independent of each other, and for each such instance of the multiplayer zero-sum game the host gaming server is configured to (i) generate random events that are displayable as outcomes on client computers used by players participating in the instance of the game, (ii) enable each participating player to place a wager for each turn of the game, and (iii) determine a winner for each turn of the game, and wherein the plurality of gaming servers comprises a first gaming server and a second gaming server; and a plurality of databases, wherein each database is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by a respective gaming server, and at least one of the databases is configured to store game information data regarding active instances of the multiplayer zero-sum game hosted by multiple gaming servers, wherein the plurality of databases comprise a first database configured to store at least game information data for active instances of the multiplayer zero-sum game that are hosted on the first gaming server and a second database configured to store game information data for active instances of the multiplayer zero-sum game that are hosted on the second gaming server, and wherein the first database differs from the second database, wherein each gaming server is configured to provide the game information data stored in its respective database to client computers of prospective players, wherein the client computers communicate with the plurality of gaming servers by messages that conform to an application programming interface (API), wherein the second gaming server is configured to transmit game information data regarding active instances of the multiplayer zero-sum game in the second database to the first gaming server at regular intervals, and wherein the first gaming server is configured to consolidate the game information data regarding active instances of the multiplayer zero-sum game received from the second gaming server into the first database.
A multiplayer game system connects players across multiple independent gaming servers. Each server hosts separate instances of a zero-sum game (like poker), generates random game events, manages player wagers, and determines winners for each turn. There's a first and second gaming server, each with its own database storing active game information. One database stores game data for games hosted on the first server, the other for the second server. Each gaming server provides game information to players' computers via an API. The second server periodically sends its game data to the first server. The first server then consolidates this received information into its own database, effectively creating a unified view of games across both servers.
2. The system of claim 1 , wherein the game information data in each database comprises one or more of the following for each instance of the multiplayer zero-sum game: (i) a name of the instance, (ii) the identity of each player, (iii) table stakes, and (iv) available seats.
The multiplayer game system of the previous description stores, for each active game instance, a name, player identities, table stakes, and available seats within each database that stores game information for a zero-sum game. This allows potential players to see game details before joining.
3. The system of claim 1 , wherein each gaming server is configured to provide the game information data stored in its respective database in the form of lobby pages.
The multiplayer game system described earlier presents the game information stored in each server's database as lobby pages. This allows prospective players to browse available games.
4. The system of claim 3 , wherein the lobby pages provided by each gaming server comprise a list of active instances of the multiplayer zero-sum game hosted by that gaming server.
The lobby pages described in the previous claim display a list of active game instances hosted by the gaming server presenting that lobby page.
5. The system of claim 4 , wherein the lobby pages provided by a gaming server are displayable on a client computer of a prospective player, thereby allowing the prospective player to join an instance of the multiplayer zero-sum game hosted by that gaming server.
The lobby pages displaying a list of active game instances, as described previously, are shown on a prospective player's computer, allowing them to choose and join a game on that server.
6. The system of claim 4 , wherein the lobby pages provided by at least one gaming server comprise a list of active instances of the multiplayer zero-sum game hosted by multiple gaming servers.
Instead of only showing games hosted on a single server, at least one of the gaming servers generates lobby pages that include a combined list of active game instances hosted by multiple gaming servers.
7. The system of claim 6 , wherein the lobby pages provided by the at least one gaming server are displayable on a client computer of a prospective player, thereby allowing the prospective player to join an instance of the multiplayer zero-sum game hosted by any of the multiple gaming servers.
The lobby pages that display combined active game instances, as described earlier, are shown on a prospective player's computer, enabling them to join any game instance hosted on any of the listed gaming servers.
8. The system of claim 1 , wherein the first gaming server is configured with a login process configured to authenticate a remote player prior to joining an instance of the multiplayer zero-sum game hosted by the first gaming server, wherein the remote player is hosted on a gaming server of the plurality of gaming servers other than the first server.
In the multiplayer game system, the first gaming server has a login process to authenticate remote players before they join a game. The remote players' accounts reside on other gaming servers within the system.
9. The system of claim 1 , wherein the first gaming server is configured to provide the game information data stored in the first database in the form of lobby pages.
In the multiplayer game system, the first gaming server presents its game information, stored in its database, in the form of lobby pages.
10. The system of claim 9 , wherein the lobby pages provided by the first gaming server are displayable on a client computer of a prospective player to list active instances of the multiplayer zero-sum game that are hosted by the first gaming server and active instances of the multiplayer zero-sum game that are hosted by the second gaming server, thereby allowing the prospective player to join an instance of the multiplayer zero-sum game that is hosted by either of the first and second gaming servers.
The lobby pages of the first server, as described previously, show both active game instances hosted by the first gaming server and active game instances hosted by the second gaming server. This allows a player to join a game hosted by either server.
11. The system of claim 1 , wherein the first gaming server is configured to transmit game information data regarding active instances of the multiplayer zero-sum game in the first database to the second gaming server at regular intervals, and wherein the second gaming server is configured to consolidate the game information data regarding active instances of the multiplayer zero-sum game received from the first gaming server into the second database.
In the multiplayer game system, the first server periodically transmits its game information to the second server. The second server then integrates (consolidates) this data into its own database.
12. The system of claim 11 , wherein the second gaming server is configured to provide the game information data stored in the second database in the form of lobby pages.
In the multiplayer game system, the second server presents game information, stored in its database, in the form of lobby pages.
13. The system of claim 12 , wherein the lobby pages provided by the second gaming server are displayable on a client computer of a prospective player to list active instances of the multiplayer zero-sum game that are hosted by the first gaming server and active instances of the multiplayer zero-sum game that are hosted by the second gaming server, thereby allowing the prospective player to join an instance of the multiplayer zero-sum game that is hosted by either of the first and second gaming servers.
The lobby pages of the second server, as described previously, show both active game instances hosted by the first gaming server and active game instances hosted by the second gaming server. This allows a player to join a game hosted by either server.
14. The system of claim 1 , wherein the first and second gaming servers are operated by separate, competing entities.
The first and second gaming servers, in the described multiplayer game system, are operated by separate, competing entities.
15. The system of claim 1 , further comprising: an application server in communication with the first and second gaming servers, wherein for each turn of a game hosted by one of the first and second gaming servers that pools together players associated with both the first and second gaming servers the application server is configured to update separate clearing accounts for the first and second gaming servers.
A multiplayer gaming system contains an application server in communication with a first and second gaming server. When a game involves players from both servers, the application server updates separate clearing accounts for each gaming server. These accounts track the financial transactions related to pooled players.
16. The system of claim 15 , wherein the hosting gaming server is configured to notify the application server of the outcome of each turn of the game, including winnings and losses of participating players and data representative of the gaming server through which each player was logged in; and the application server is configured to responsively (i) debit the clearing account of the gaming server associated with each player who has wagered on the turn of the game by the total amount wagered by that player, (ii) credit the clearing account of the gaming server associated with each winning player by the amount of the pot less any rake amount, and (iii) credit a portion of any rake amount to the clearing accounts of the first and second gaming servers in proportion to the total number of players that participated in the turn of the game while logged in to that particular gaming server.
In the system with the application server, the hosting gaming server notifies the application server about each game turn, including player wins/losses and which server each player used. The application server then (i) debits the clearing account of the server associated with each wagering player, (ii) credits the clearing account of the server associated with each winning player (minus rake), and (iii) distributes a portion of the rake proportionally to the servers based on the number of players from each. Each gaming server maintains a credit account for each participating player associated with that gaming server.
17. The system of claim 16 , wherein each of the first and second gaming servers maintains a credit account for each participating player associated with that gaming server.
Each of the first and second gaming servers maintains a credit account for each participating player associated with that gaming server. This is in addition to the application server updating separate clearing accounts for the first and second gaming servers.
18. The system of claim 1 , wherein at least the second gaming server is accessible through a plurality of portals.
At least the second gaming server in the multiplayer game system can be accessed through multiple portals.
19. The system of claim 18 , wherein the portals are poker room websites.
These portals, described above, through which a server can be accessed, are poker room websites.
20. The system of claim 18 , wherein the portals are separately operated by competing entities.
The portals (poker room websites), through which a server can be accessed, are operated independently by competing entities.
21. The system of claim 18 , wherein each portal can be logically connected to a plurality of client computers simultaneously.
Each portal, through which a server can be accessed, can handle many client computers connecting simultaneously.
22. The system of claim 18 , further comprising: an application server in communication with the first and second gaming servers, wherein for each turn of a game hosted by one of the first and second gaming servers that pools together players associated with the first gaming server and the plurality of portals the application server is configured to update separate clearing accounts for the first gaming server and for each of the portals.
A multiplayer gaming system contains an application server in communication with a first gaming server and multiple portals connected to a second gaming server. For games with players from the first gaming server and the portals, the application server updates separate clearing accounts for the first server and each portal, tracking financial transactions related to pooled players.
23. The system of claim 22 , wherein the hosting gaming server is configured to notify the application server of the outcome of each turn of the game, including winnings and losses of participating players and data representative of the gaming server and/or portal through which each player accessed the game; and the application server is configured to responsively (i) debit the clearing account of the gaming server or portal associated with each player who has wagered on the turn of the game by the total amount wagered by that player, (ii) credit the clearing account of the gaming server or portal associated with each winning player by the amount of the pot less any rake amount, and (iii) credit a portion of any rake amount to the clearing account of the first gaming server in proportion to the total number of players that participated in the turn of the game through the first gaming server and to the clearing account of each portal in proportion to the total number of players that participated in the turn of the game through that portal.
In the settlement system above, the hosting server tells the application server the outcome of each turn, including player wins/losses and how each player accessed the game (server or portal). The application server (i) debits the clearing account of the server/portal of each wagering player, (ii) credits the clearing account of the server/portal of each winning player (minus rake), and (iii) distributes a portion of the rake proportionally to the server and portals based on player count. The first gaming server includes a credit account for each player participating in the game through the first gaming server and each portal includes a credit account for each player participating in the game through that portal.
24. The system of claim 23 , wherein the first gaming server includes a credit account for each player participating in the game through the first gaming server and each portal includes a credit account for each player participating in the game through that portal.
The first gaming server has a credit account for each player accessing the game through the first gaming server, and each portal has a credit account for each player accessing the game through that portal.
25. The system of claim 1 , wherein the first gaming server is accessible through a first plurality of portals and the second gaming server is accessible through a second plurality of portals.
The first gaming server is accessible through a first set of portals, and the second gaming server is accessible through a second set of portals.
26. The system of claim 25 , further comprising: an application server in communication with the first and second gaming servers, wherein for each turn of a game hosted by one of the first and second gaming servers that pools together players associated with the first plurality of portals and the second plurality of portals the application server is configured to update separate clearing accounts for each of the portals.
A multiplayer game system includes an application server in communication with first and second gaming servers. Both servers are accessible through multiple portals. For games with players from different portals, the application server updates separate clearing accounts for each portal to manage financial transactions related to pooled players.
27. The system of claim 26 , wherein the hosting gaming server is configured to notify the application server of the outcome of each turn of the game, including winnings and losses of participating players and data representative of the portal through which each player accessed the game; and the application server is configured to responsively (i) debit the clearing account of the portal associated with each player who has wagered on the turn of the game by the total amount wagered by that player, (ii) credit the clearing account of the portal associated with each winning player by the amount of the pot less any rake amount, and (iii) credit a portion of any rake amount to the clearing account of each portal in proportion to the total number of players that participated in the turn of the game through that portal.
The hosting server notifies the application server of the outcome of each game turn, including player wins/losses and the portal used to access the game. The application server then (i) debits the clearing account of the portal for each wagering player, (ii) credits the clearing account of the portal for each winning player (minus rake), and (iii) distributes a portion of the rake proportionally to each portal based on the number of players from that portal. Each portal includes a credit account for each player participating in the game through that portal.
28. The system of claim 27 , wherein each portal includes a credit account for each player participating in the game through that portal.
Each portal in the multiplayer game system has a credit account for each player participating in the game through that portal.
29. The system of claim 1 , wherein the multiplayer zero-sum game is a multiplayer poker game.
The multiplayer zero-sum game played in the gaming system is a multiplayer poker game.
30. A method comprising: a client computer receiving from a local gaming server a list of active instances of a multiplayer zero-sum game, wherein the list includes active game instances hosted by the local gaming server and active game instances hosted by a remote gaming server, wherein the client computer communicate at least with the remote gaming server by messages that conform to an application programming interface (API), wherein the active game instances hosted by the local gaming server are independent of each other, wherein the active game instances hosted by the remote gaming server are independent of each other, wherein the active game instances hosted by the local gaming server differ from and are independent of the active game instances hosted by the remote gaming server, wherein the remote gaming server is configured to transmit game information data for the active game instances hosted by the remote gaming server to the local gaming server at regular intervals, and wherein the local gaming server is configured to consolidate the game information data for the active game instances received from the remote gaming server into a database configured to store game information data for the active game instances hosted by the local gaming server; the client computer displaying the list to a player; and the client computer receiving from the player a selection of an active game instance on the list.
A client computer receives a list of active zero-sum game instances (like poker) from a local gaming server. This list includes games hosted by the local server and games hosted by a remote server. The active instances are independent from each other and they also differ between each server. The client communicates with the remote server using an API. The remote server sends its game data to the local server, which then consolidates the received data into its own database. The client displays the list, and the player selects a game instance.
31. The method of claim 30 , wherein the selected game instance is hosted by the local gaming server, further comprising: when the player participates in the selected game instance hosted by the local gaming server, the client computer communicating natively with the local gaming server.
In the game described above, if the player selects a game hosted on the local server, the client computer communicates directly with the local server when the player participates.
32. The method of claim 30 , wherein the selected game instance is hosted by the remote gaming server, further comprising: when the player participates in the selected game instance hosted by the remote gaming server, the client computer communicating with the remote gaming server by means of an application programming interface (API).
In the game selection scenario, if the player selects a game hosted on the remote server, the client computer communicates with the remote server using an API.
33. The method of claim 30 , wherein the local and remote gaming servers are operated by separate, competing entities.
The local and remote gaming servers involved in the game selection process are operated by separate, competing entities.
34. The method of claim 30 , wherein the multiplayer zero-sum game is a multiplayer poker game.
The multiplayer zero-sum game in the previously described game selection method is a multiplayer poker game.
35. A method for settlement of player wagers, comprising: a host gaming server hosting a multiplayer zero-sum game involving a plurality of players associated with a plurality of gaming entities, the plurality of players including one or more players using client computers that communicate natively with the host gaming server and one or more players using client computers that communicate with the host gaming server by means of an application programming interface (API), wherein each player is associated with a respective gaming entity with which the player has a credit account, and wherein each gaming entity has a respective clearing account, the host gaming server comprising a database configured to store game information data for active instances of the multiplayer zero-sum game hosted on the host gaming server and for active instances of the multiplayer zero-sum game hosted on a remote gaming server, wherein the active game instances hosted by the local gaming server are independent of each other, wherein the active game instances hosted by the remote gaming server are independent of each other, wherein the active game instances hosted by the local gaming server are independent of the active game instances hosted by the remote gaming server, and wherein the game information data for the active instances of the multiplayer zero-sum game hosted on the host gaming server differs from the game information data for active instances of the multiplayer zero-sum game hosted on the remote gaming server, the host gaming server receiving, from the remote gaming server, the game information data for the active instances of the multiplayer zero-sum game hosted by the remote gaming server at regular intervals; the host gaming server consolidating the game information data received from the remote gaming server into the database configured to store the game information data for the active game instances hosted by the host gaming server; the host gaming server notifying an application server of an outcome of a turn of the game, including losses and winnings of the players participating in the turn, together with data representative of each gaming entity associated with each participating player; the application server debiting the clearing account of each gaming entity associated with each player that has wagered on the turn of the game by the total amount wagered by that player; the application server crediting the clearing account of each gaming entity associated with each winning player by the amount of the pot less a rake amount; and the application server crediting a portion of the rake amount to the clearing account of each gaming entity in proportion to the number of participating players associated with that gaming entity.
A method settles player wagers in a multiplayer zero-sum game. A hosting server hosts the game involving players from multiple gaming entities. Some players connect directly, while others use an API. Each player has a credit account with a gaming entity, and each gaming entity has a clearing account. The hosting server stores game information for its games and a remote server's games. The game instances differ between the servers. The remote server periodically sends its game data to the hosting server, which consolidates it. The hosting server notifies an application server about turn outcomes and player affiliations. The application server debits wagering players' gaming entity clearing accounts, credits winning players' gaming entity clearing accounts, and distributes a rake to each entity clearing account proportionally to player count.
36. The method of claim 35 , wherein the plurality of gaming entities includes at least one gaming server other than the host gaming server.
In the wager settlement method, the gaming entities involved (whose clearing accounts are debited/credited) include at least one gaming server other than the host.
37. The method of claim 35 , wherein the plurality of gaming entities includes a plurality of portals.
In the wager settlement method, the gaming entities (whose clearing accounts are debited/credited) include multiple portals.
38. The method of claim 35 , further comprising: the host gaming server debiting the credit account of each player that has wagered on the turn of the game by the total amount wagered by that player; and the host gaming server crediting the credit account of each winning player by the amount of the pot less the rake amount.
In the wager settlement method, the host gaming server also debits the credit account of each player making a wager, and it credits the credit account of the winning player. This is in addition to updating the clearing accounts of the various gaming entities.
39. The method of claim 35 , wherein the multiplayer zero-sum game is a multiplayer poker game.
In the wager settlement method, the multiplayer zero-sum game is a multiplayer poker game.
[0-5s Hook] Visual: Quick cuts of a gamer looking bored, then a 'loading' screen, then a 'waiting for players' message. Upbeat, slightly dramatic music starts. Voiceover: Ever felt like your favorite online game lobbies are ghost towns? Or wished you could easily jump into a match, no matter which server your friends are on?
[5-20s Problem] Visual: Animated graphic showing two isolated server icons, each with a few player icons, not connecting. Text: 'Siloed Servers = Empty Lobbies'. Voiceover: The problem? Most online games trap players in separate server 'silos'. If a game instance isn't full on your server, you're stuck waiting, or worse, you can't play at all! It's frustrating for players and inefficient for game companies.
[20-50s Solution] Visual: The two server icons from before now have a glowing, dynamic connection between them. Player icons start flowing freely between the two servers. Text: 'System for Playing Multiplayer Games: Connect & Conquer!' Voiceover: But there's a game-changing solution: the System for Playing Multiplayer Games patent (US-9852586)! This incredible innovation allows different gaming servers, even those hosting different games, to communicate directly. Imagine Server A, running 'Game X', telling Server B, running 'Game Y', 'Hey, we have an open spot for Game X! Send your players over!' And just like that, players from Server B can seamlessly join Game X on Server A!
[50-60s Call-to-action] Visual: Animated text: 'More Players. More Games. More Fun!' followed by the URL. Energetic music swells. Voiceover: This means more players, fuller games, reduced wait times, and a truly interconnected gaming experience! Unlock the future of multiplayer gaming. Learn more about this revolutionary System for Playing Multiplayer Games at patentable.app/patents/US-9852586!
[Visual: Fast cuts of frustrated gamers, empty game lobbies, then dynamic animations of servers connecting and players joining seamlessly]
HOOK 1 (0-3s): Ever wished you could play with friends on any server, no matter the game? HOOK 2 (0-3s): Tired of empty game lobbies and waiting forever for a match? HOOK 3 (0-3s): What if your game servers could actually talk to each other?
PROBLEM (3-15s): Right now, online games often trap players in separate server 'silos'. Your friends are on one server, you're on another, or a game instance is half-empty, leading to frustrating waits and limited fun!
SOLUTION (15-45s): But there's a game-changer: the System for Playing Multiplayer Games patent! This incredible innovation allows different gaming servers, even those running different games, to communicate and pool their players and game instances. So, a player on Server B can join a game instance on Server A, seamlessly! It's like magic, but it's brilliant tech!
CTA (45-60s): This means more players, fuller games, and endless fun! Want to dive deeper into how this patent is revolutionizing online gaming? Hit the link in bio or visit patentable.app to learn more about the System for Playing Multiplayer Games!
[Visual: Dynamic intro graphics, then a clear, engaging speaker with supporting visuals of server networks, player avatars, etc.]
INTRO (0-5s) Hook 1: The patent that could redefine multiplayer gaming is here: the System for Playing Multiplayer Games! INTRO (0-5s) Hook 2: Breaking down the walls between game servers? Let's talk about the System for Playing Multiplayer Games.
CONTEXT (5-20s): For years, online multiplayer games have struggled with player fragmentation. You're stuck on one server, your friends on another, or a game mode just can't find enough players. This leads to frustrated gamers and underutilized server resources for publishers.
INNOVATION (20-60s): But now, the System for Playing Multiplayer Games patent (US-9852586) offers a revolutionary solution. This invention describes a computer system where a first gaming server (running Game A) can communicate directly with a second gaming server (running Game B). Through this communication, the first server can make its instances of Game A available for players connected to the second server to join! It's not just about cross-play; it’s about intelligent cross-server instance and player pooling.
IMPACT (60-80s): The impact? Massive! Imagine consistently full lobbies, reduced wait times, and a broader, more vibrant player community across multiple titles. This technology means better player retention, optimized server costs, and opens doors for entirely new game designs and interconnected virtual worlds. This innovation is a game-changer for the entire industry.
CLOSING (80-90s): The System for Playing Multiplayer Games is a blueprint for the next generation of online experiences. Discover the full details and implications of this groundbreaking patent. Find the link in the description to learn more!
[VISUAL HOOK (0-2s): Quick, eye-catching animation of disconnected servers visually snapping together, then players flowing between them]
PROBLEM (2-15s): Ever feel isolated in your favorite online game? Waiting ages for a match because players are stuck on different servers or playing different games?
SOLUTION (15-35s): The System for Playing Multiplayer Games patent is here to change that! This brilliant tech allows gaming servers to communicate and pool players AND game instances. So, if your server needs more players for a game, it can pull them from another server, even if they're playing a different title!
VISUALS (Throughout): Show animated diagrams of servers connecting, player icons moving fluidly, happy gamers finding matches quickly.
CTA (35-45s): Seamless play, fuller lobbies, more fun! This innovation is a game-changer! Tap the link in bio for full details on the System for Playing Multiplayer Games and revolutionize your gaming experience!
Modern illustration showing multiple game servers connected, with player icons flowing between them, representing the core concept of System for Playing Multiplayer Games.
Flowchart diagram illustrating how System for Playing Multiplayer Games enables players from one server to join game instances on another server through inter-server communication.
Abstract illustration of glowing, interconnected energy streams with particles flowing between them, symbolizing the seamless player and instance pooling of System for Playing Multiplayer Games.
Infographic comparing traditional siloed multiplayer systems with the interconnected approach of System for Playing Multiplayer Games, highlighting benefits like reduced wait times and optimized server usage.
Social media card promoting System for Playing Multiplayer Games with a network icon and key benefits, designed for high engagement.
Cooperative Patent Classification codes for this invention. Click any code to explore related patents in that topic.
September 9, 2011
December 26, 2017
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